Josh Posted November 11, 2024 Posted November 11, 2024 Small UV scale discrepency can form that causes a crack in tessellated surfaces. Reexamine quad generation routine to ensure there is no stretching. test2.zip Quote Let's build cool stuff and have fun.
Josh Posted November 11, 2024 Author Posted November 11, 2024 Also look into the GPU vertex data structure and the precision of UV coords. Quote Let's build cool stuff and have fun.
Josh Posted November 11, 2024 Author Posted November 11, 2024 Saving this image for reference for later, good illustration of the issue. Quote Let's build cool stuff and have fun.
Solution Josh Posted November 11, 2024 Author Solution Posted November 11, 2024 Got it. I had to change the way this works a little bit... Quote Let's build cool stuff and have fun.
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